User Research and Prototyping: HungerSnap

HungerSnap

Agile Experimentation Project

Role: UX Research, Interface Design, Wireframing, Branding

Timeline: March & April

Tools: Miro, Adobe XD, Canva, Google Docs

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Background

In my Agile Experimentation class at Babson College, my team was challenged to address one of the United Nation’s Sustainable Development Goals via technological innovation. My team of five took an agile approach to create a sustainable solution for one of the most pressing issues of our generation, food security and ended up producing our concept, HungerSnap.

HungerSnap is a food waste reduction concept that would allow grocery stores to notify customers when produce is reaching its expiration date, which is unregulated, to begin with, to be purchased at a highly discounted rate. The produce could then be picked up at the grocery store or at the customers’ neighborhood locker, which would be strategically located in food deserts.

User Research

My team researched problems regarding world hunger, including food waste, food security, food deserts, and the threat of global warming to select an impactful solution. I interviewed an expert in the food recovery space and another expert in food accessibility in order to draw conclusions on the experience of those who are hungry in cities.

 

Ideation

After our research, we sat down as a team to brainstorm potential features and solutions for food security in cities. It became apparent to us that we cannot rely on smartphone and wifi access, which is why we ended up prototyping a text-based interaction alongside the web-based option.

 

User Journey

In order to create the UX dialogue, we went through the user journey to address any pain points that would arise.

 

User Interface

We developed both web and text-based communication processes so that the service would be accessible to those without internet access or internet education. In order to develop the text interface, we created a map of how the conversation would flow. This process would collect data and store it in the same location as the web-based platform in order to assist with ordering and pick-up.

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User Interface + Prototype

 
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User Research + Physical Prototyping: The Symple Keyboard